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From Wikipedia
http://en.wikipedia.org/wiki/Metroid_series#Shinespark

Shinespark
The Shinespark is an ability that debuted in Super Metroid, where it was known as the Super Jump. It has more recently been used in two other Metroid games as well, Metroid Fusion and Metroid: Zero Mission. The name "Shinespark" was officially given to the technique in Metroid Fusion during a "secret" conversation that, to witness, requires the player to perform a complicated series of Shinesparks, or exploit a glitch in the US and European versions. The technique requires the Speed Booster upgrade and allows Samus to break through Speed Booster Blocks as well as some blocks that can be destroyed with Morph Ball Bomb and the Power Beam. Metroid: Zero Mission takes the move one step further by allowing the player to do the move while in Morphball form as well. In Super Metroid, using the Shinespark inflicts damage on Samus. The "Shinespark" name is a reference to the signature finishing move of Getter Dragon, a robot in the Super Robot series Getter Robo G.[citation needed]

The Shinespark is performed by running over a distance until Samus has multiple images sprinting behind her, then you must quickly crouch. The run must be uninterrupted, and the charge lasts only for a few seconds. After crouching( in which she glows), Samus can stand up and move around as normal while the charge lasts, with the exception of normal jumping, which activates the shinespark. Spin jumps do not activate the Shinespark. The Shinespark can be performed vertically, horizontally, or diagonally. In addition, if a horizontal Shinespark is performed into a slope, Samus will begin running along the slope at full speed. This feature debuted in Metroid Fusion, and is key in performing multiple Shinesparks in a row.